Sturmernte - cq4dm1
Sturmernte - cq4dm1
Just finished my first Quake 4 map: Sturmernte!
I learned quite a bit how Quake 4 works. Peformance is not as good as it could be, if I had planned the map better from the beginning. However, it's still faster than most raven maps.
Comments are very appreciated, though I consider this a final - unless there's some huge bug somewhere ._.
Info: http://www.chaosquake.de/sturmernte
Download: http://www.chaosquake.de/files/maps/stu ... mernte.zip
edit: there's also a server (located in germany) running the map: http://www.chaosquake.de/q4srv/
[lvlshot]http://www.chaosquake.de/files/maps/stu ... rnte_1.jpg[/lvlshot]
[lvlshot]http://www.chaosquake.de/files/maps/stu ... rnte_2.jpg[/lvlshot]
[lvlshot]http://www.chaosquake.de/files/maps/stu ... rnte_3.jpg[/lvlshot]
Beware of zi germans!
I learned quite a bit how Quake 4 works. Peformance is not as good as it could be, if I had planned the map better from the beginning. However, it's still faster than most raven maps.
Comments are very appreciated, though I consider this a final - unless there's some huge bug somewhere ._.
Info: http://www.chaosquake.de/sturmernte
Download: http://www.chaosquake.de/files/maps/stu ... mernte.zip
edit: there's also a server (located in germany) running the map: http://www.chaosquake.de/q4srv/
[lvlshot]http://www.chaosquake.de/files/maps/stu ... rnte_1.jpg[/lvlshot]
[lvlshot]http://www.chaosquake.de/files/maps/stu ... rnte_2.jpg[/lvlshot]
[lvlshot]http://www.chaosquake.de/files/maps/stu ... rnte_3.jpg[/lvlshot]
Beware of zi germans!
Last edited by cha0s on Sat Jan 14, 2006 7:45 pm, edited 1 time in total.
This is a really nice map; I think the "bent tile ramp" is probably the most subtle set up for the ramp jump physics I've ever seen in a map. Very nice work there! :icon25:
Niggle: Making the big wall panels (A-01) nosolid looks gawdawful when people move through them.. I'd have clipped off this area.
There are some minor texture oddities, too.. but overall, this map really defines its own feel, and looks great.
Niggle: Making the big wall panels (A-01) nosolid looks gawdawful when people move through them.. I'd have clipped off this area.
There are some minor texture oddities, too.. but overall, this map really defines its own feel, and looks great.
Things I've noticed:
- broken wall panel should be solid/clipped
- RA, MH and YA seems too much for map that size. I would remove RA and add second YA instead
- teleport desinations throw the player on wall, don't know how to fix this though
- the map looks great, however the performance is really bad, don't remember any Raven mp map where I had 13fps
I think you can do something with the floor: all those holes and pipes made of brushes and patches could be replaced with textures. With a bumpmapping it can look ok.
All in all really good map with nice theme and atmosphere. Few fixes and it will be great.
- broken wall panel should be solid/clipped
- RA, MH and YA seems too much for map that size. I would remove RA and add second YA instead
- teleport desinations throw the player on wall, don't know how to fix this though
- the map looks great, however the performance is really bad, don't remember any Raven mp map where I had 13fps

All in all really good map with nice theme and atmosphere. Few fixes and it will be great.
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
Another quality map release from cha0s. 
Other than what others have said, my only problem is that it looks like the following (very dark) on my "pretty graphics" setting in Q4:
[lvlshot]http://www.planetquake.com/wvw/other/shot00001.jpg[/lvlshot]
On the settings that I play with however, it looks fine (since I have gamma/brightness jacked up).

Other than what others have said, my only problem is that it looks like the following (very dark) on my "pretty graphics" setting in Q4:
[lvlshot]http://www.planetquake.com/wvw/other/shot00001.jpg[/lvlshot]
On the settings that I play with however, it looks fine (since I have gamma/brightness jacked up).
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
Ahh, you're right. For some reason that was set incorrectly in my config file. Looks infinitely better with lightdetaillevel 0.Lukin wrote:Wviperw >> it looks like you've got r_lightdetaillevel set to 9 (default value). Change it to 0 and the map will look brighter and much nicer.

[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
damn, I didn't notice the wall panel "bug" :\
i actually tried that, but then players had no real reason to come down to the lower level anymore. the map needs a strong item down there.Lukin wrote:- RA, MH and YA seems too much for map that size. I would remove RA and add second YA instead
yeah, i know. the map is pretty small. but it isn't that bad once you know where the teleporters lead to ...Lukin wrote:- teleport desinations throw the player on wall, don't know how to fix this though
omg. 13fps is definitively not good. there are places in my map where the draw-count is at 1300, however the tris-count stays pretty moderatly at 50k - so it shouldn't be THIS bad. what graphics card are you running on?Lukin wrote:- the map looks great, however the performance is really bad, don't remember any Raven mp map where I had 13fpsI think you can do something with the floor: all those holes and pipes made of brushes and patches could be replaced with textures. With a bumpmapping it can look ok.
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- Joined: Mon Nov 07, 2005 2:12 pm
Draws are far more telling about performance issues than raw tri count these days.
With 50k tris in 1300 draws, you're averaging 38-39 triangles per draw. Hardware is designed to process batches of 500+ - those 38-39 triangles per draw call are eating up all of that precious time. This is no accurate math, but you might as well be throwing 650k tris at the renderer with 1300 draw calls
Light overdraw, total light count, too many portals, and too many textures in a scene can all be the culprit, or equal parts of the problem. Entities are also rendered in unique batches, so if you have a lot of little func_statics in a room with the same textures, you can group them together, or if they share textures with other faces in the world geometry nearby, ungroup the entity to get them to go together. All sorts of crazy options.
That's not to say your batching will always show green in g_showdebughud 5 (grab the debug guis from iddevnet if you don't have them), or that you can always get away with 200 draws, but I'd aim for more the 700-800 range if you can manage it, with peaks up to 900-1000 and over that only in limited areas. Cursed complexity!
edit: by the way, I think the map looks kick-ass; nicely done
will have to give it a go when I have some time.
With 50k tris in 1300 draws, you're averaging 38-39 triangles per draw. Hardware is designed to process batches of 500+ - those 38-39 triangles per draw call are eating up all of that precious time. This is no accurate math, but you might as well be throwing 650k tris at the renderer with 1300 draw calls

Light overdraw, total light count, too many portals, and too many textures in a scene can all be the culprit, or equal parts of the problem. Entities are also rendered in unique batches, so if you have a lot of little func_statics in a room with the same textures, you can group them together, or if they share textures with other faces in the world geometry nearby, ungroup the entity to get them to go together. All sorts of crazy options.
That's not to say your batching will always show green in g_showdebughud 5 (grab the debug guis from iddevnet if you don't have them), or that you can always get away with 200 draws, but I'd aim for more the 700-800 range if you can manage it, with peaks up to 900-1000 and over that only in limited areas. Cursed complexity!
edit: by the way, I think the map looks kick-ass; nicely done
